#version 440 layout (local_size_x = 16, local_size_y = 16) in; layout(std140, binding = 0) uniform UniformBuffer { float factor; } ubuf; layout (binding = 1, rgba8) uniform readonly image2D texIn; layout (binding = 2, rgba8) uniform writeonly image2D texOut; void main() { ivec2 pos = ivec2(gl_GlobalInvocationID.xy); ivec2 d = ivec2(1, 1); vec4 diff = imageLoad(texIn, pos + d) - imageLoad(texIn, pos - d); float c = (diff.x + diff.y + diff.z) / ubuf.factor + 0.5f; imageStore(texOut, pos, vec4(c, c, c, 1.0)); }